The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
Ever felt like some of Brutal Doom's weapons could use some extra oomph? Ever felt dissatisfaction when right clicking or using the weapon special/dual wield button achieved nothing? Well, we've got a bunch of addons for you to spice up your weapons.
UPDATE:
(Old, forgot date):
BFG has more particles to supplement its appearance like the Unmaker's Laser Trail. The trailing "BFGDeath" particles that fly over the place are gone now.
Unmaker's Alt Fire sound effects are different, sound more laser-y, and attempt to be a more punchy and modernized version of Doom 64's Unmaker.
BFG9000's alt fire now zooms out while charging to emphasize its power in comparison to the normal fire
BFG9000's alt fire does less damage as it trails by enemies to balance out and not drain the icon of sin in of 4/5ths of its health in one hit
3/10/2022:
The Rocket Launcher used to have some animation skips that happen during firing and reloading; this is now negated, to balance out its homing capabilities
New update! the Railgun.
5/20/2022
New Weapons are now modified: The Hellish Missile Launcher, and the Shotgun.
5/23/2022
Tracers are now made to be accurate to their own hitscan weapons.
6/3/2022
New addon for the Machine Gun!
Addon List and description:
AssaultShotgunFlak.pk3 - Hitting the Dual Wield/Weapon Special button switches the Assault Shotgun to a flak mode that melts and crushes two shell's lead at a time into bouncing and piercing flak projectiles that bounce around and hit enemies. However, the marine has to manually pump the chamber by hand, so it considerably slows down the fire rate. ADS narrows down the spread at a slightly slower fire rate.
BFG10KAltBeam.pk3 - Right clicking the BFG10K charges up and spews out a rapid fire beam that melts enemies really fast. However, it's got a high ammo consumption cost. Thankfully it can be used at close range.
BFG9000Alt.pk3 - For double the ammo cost, the BFG-9000's alt fires a larger version of the BFG Ball, except that, similar to Doom 2016 and Doom Eternal's BFG balls, anything that gets remotely even close to the BFG ball has their health drained rapidly if in the balls' line of sight. The explosion also decimates anyone both near and within the line of sight.
BFG9000Alt(40-80Ammo).pk3 - Same as above, except that primary fire costs 40 instead of 50 ammo, so double that is 80 ammo for the alt fire. Mostly cus I'm a sucker for the old BFG's ammo cost.
FlameThrowerAlt.pk3 - On the flame thrower weapon (Not the flame cannon from the mancubus), the alt fire is a huge fireball that is arcs down with gravity but is incredibly devastating in comparison to the Flame cannon's primary fire.
HitlersBuzzsawAlt.pk3 - Alt fire puts out a two-pronged stand mode (which is mostly for aesthetics) but stabilizes the gun while firing. However, this slows you down to 50% your running speed. As this is a more viable tactical weapon, boxes of 100 ammo for Hitler's buzzsaw have a chance of replacing the normal clip boxes for rifle rounds ammo.
SlugShotgunS.pk3 - Taken from FedeN05's slug shotgun addon, but changed and rebalanced, the slug shotgun does almost the same damage as the normal shotgun pellets. New shotgun loading animation pieced together in a way inspired by Project Brutality 2.03.
SlugSuperShotgun.pk3 - Hitting the Dual Wield/Weapon Special switches this to shoot devastating high powered shotgun slugs that rip through enemies in a more accurate manner
UnMakerAlt.pk3 - Alt fire shoots three beams in a three-part cycle where the first has a tighter spread beam and horizontally expands on the second and the third before resetting. This does not have the recoil of the primary fire, but has more controlled damage output. Emulates Doom 64 and Eternal's versions.
RocketLauncherAltHoming.pk3 - Dual Wield switches the rounds and rocket mode to homing rounds, which fire at a slower pace than the normal mode. In this mode, instead of zooming in, Alt Fire creates a varying burst of two or three homing missiles depending on how long you hold it (you can tell by how many rounds are loaded into the chamber).
GrenadeLauncherFrag.pk3 - Dual Wield switches the rounds to frag grenade rounds, which have smaller explosions but shoot out piercing metal shards from the explosive, shredding enemies within that radius.
RailgunChargeAlternate.pk3 - Dual Wield switches this to the charged shot mode, which takes a short time to charge up a more powerful railgun blast that takes 25 cell ammo each. Like the Plasma Rifle, you hold it and fire. This also works when zoomed in.
RevenantLaserCannon.pk3 - Dual Wield switches this to a single shoulder cannon capable of firing fast, powerful explosive laser blasts. However, they cost two ammo, and don't home in. It fires slower than the default mode, but the alternate fire fires it in a triple burst with a longer cooldown time. Also added red static charging frames.
MachineGunIncendiary.pk3 - Dual Wield changes the Primary Fire to a slower firing but lingering damaging incendiary round, setting enemies on fire, while sacrificing the potential for extra headshot damage. The incendiary round takes two Clip2 category rifle bullets, and fires at a slower pace. If it hits any other object than an enemy, the round falls to the ground leaving a fire-based hazard that you have to watch out for. If it hits an enemy, it sticks in their flesh and keeps burning them until their whole body is ignited or it runs out.
Average
105 votes submitted.
...would it have been better if I released these individually?
Maybe the shotgun stuff, as most people don't care much about extra stuff for the BFG and other rarely used weapons. Just my guess. Thanks for sharing though. Will give your mods a try soon.
Thanks!
It's done.
you could put them in a single pk3 file?
Something on this mod is making the grenades to not make explosions.
I don't see the issue, man.
Hey dude this a awesome idea for brutal doom I'm always up for new functions
There is an issue with the frag grenade function for the grenade ill try an explain it when I add the frag grenade to my mod list and start a game the throwing grenades you get no work how they suppose to i could do a video to explain it
your add on most of them dont work on brutal doom 21 v
can you mkae a version for ziomcall's vision?